L L4D2node

CPointPush::Activate

0x0079c5c0 · 121 bytes · __thiscall

_ZN10CPointPush8ActivateEv

Decompiled

undefined (1 param)

/* CPointPush::Activate() */

void __thiscall CPointPush::Activate(CPointPush *this)

{
  undefined1 local_14 [12];
  
  if (this[0x440] != (CPointPush)0x0) {
    CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)PushThink);
    CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.05,(char *)0x0);
  }
  CBaseEntity::Activate((CBaseEntity *)this);
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)